4 questions about SAD

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quilla_b
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4 questions about SAD

Post by quilla_b »

hey guys i know you need to use the canon thing to blow up the door, but i have low hit points and a leather armor (goodness sakes..).

1. is there a way in SAD without getting ripped by those turrets infront of the door?

2. what is dat power generator switch thing? i crank it down but forgot what it did...but i know it did not turn off the power cuz the turrets still workin...shit..

3. how do get in level 3 and 4? in level 3, it tells me to go to the control room for analysis and dat its..if i say im d dixon guy, they kill me... in level 4, it says access denied.

4. did u guys find this med gel thing in level 1? what does it do?

tnx gusy. (C:
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Post by This is Gonna Hurt »

1. you MIGHT (big might) be able to sneak by the turrets with a lot of luck/sneak skill, but I doubt it.

If you have a sniper rifle, get about 1,000 rounds, aim for the sensors, and fire until you blind them, they then can't do anything to you.

2.If I recall correctly the generator turns off the base itself, which means you don't have to worry about security checks, etc. but also can't access some parts.

3.To get full access you need to find the eyeballs in the place and also be honest with the Skynetish computer thing.

4.The Gel is one of about 4 parts you need to make Skynet an NPC. If you have a ridiculously high dr. skill you can get him to be pretty darn useful.
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Post by Red »

This is Gonna Hurt wrote:1. you MIGHT (big might) be able to sneak by the turrets with a lot of luck/sneak skill, but I doubt it.
I'm quite sure you can't. At least not when you first encounter SAD...
If you have a sniper rifle, get about 1,000 rounds, aim for the sensors, and fire until you blind them, they then can't do anything to you.
I never needed that many rounds. The poles in the various fences can prvide you cover. I like to hide behind them, take one AP to uncover, aim and fire, then return to cover. After leaving my party emembers in the entrance so they don't join the fight and get killed of course. The only tricky one to get is the one to the left of the door. I usually sneak to the left most of the map and run up behind the building - the tourat has the time to shoot me once. Doing that tactic I usually never need more then ~75 amoo to get them and that's with a pretty low gun skill.
2.If I recall correctly the generator turns off the base itself, which means you don't have to worry about security checks, etc. but also can't access some parts.
I suggest leaving them on. It turns down the main power pbut there's a sceondary emergency power source. When you leave it on, the green doors can be disabled where if you turn it off they become red doors which hurt you and can't be disabled. As an added bonus you can often kill levels one part at a time if you decide to do so since the ennemies can't go through the green doors either.
4.The Gel is one of about 4 parts you need to make Skynet an NPC. If you have a ridiculously high dr. skill you can get him to be pretty darn useful.
You need least 121 science skill to get him. And I don't find that "ridiculous". He's quite a useful NPC specially since he can heal himself when asked. I don't perticularely like him though as he can't wear armour.
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Post by Strap »

did you say you had the second eyeball? there are 2 in the SAD, the second one you find is in a locker. the second eye has access to every level, so you might as well chuk the first to make sure you dont accidentally use it and trigger the security.
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Post by Dragonetti »

Bare in mind if you do turn off the power, you still have the chance to get killed by robots. If you talk to Skynet and pretend to be other bloke, robots come for you! And if you try and get the motivator of a brainbot they come for you too. But theyre pretty damn inacurrate with their rockets. I was in a room and the bot fired 5 shots and not one hit me.
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Post by MetalWyrm »

just use a gauss pistol or gauss rifle

both do a massive amount of damage
and if you have fast shot + bonus rate of fire, you get 2 aps for the gauss pistol, so you can pull off 5 shots, whether or not you can aim, you'll easily kill those turrets one by one since you'll be out of range

also, make sure your npcs don't rush
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Post by Stainless »

If he's only got leather armour then he's not going to be packing Gauss weapons.

Just use the sniper rifle. You can find one on one of the corpses.
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Post by Strap »

why even bother getting the gauss weapons right offf the bat? whats the fun in running down to sanfran after you finish the temple of trials.. no challenge (other than avoiding critters on the way)
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Post by nexus »

Don't forget the sandbags in SAD - each of those will raise your HTH skill with 5% regardless of skill level - also bear in mind that the dragon will train you in HTH for free up to skill level 100 (or that other dude in the vest for people of evil alignment) + you get 5% from boxing in New Reno.
So the way I see it you can boost your HTH to 115% without even putting one point in it.
I know a little of topic - but it never hurts with a few useful pointers.
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Post by nexus »

there's actually a lot of EXP to harvest at the SAD - the big fight of course, but it might be a little on the tough side....yet.
But you can use your repair skill once on each of the forcefield generators for 50 exp and once on the robots for 200 exp (quite a catch)
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Post by Red »

What I like to do is first leave the forcefields on and take them as few at a time as possible... Once there's only one group left I return up and disable the power grid, return down and wait for the 'bots to join me, thus passing a few forcefields on the way.

Mostly futile really as EMPs dent to detroy them rather quickly, and most levels in SAD can't even by used that wya, but still, I think it's fun.
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Post by This is Gonna Hurt »

Red wrote: I never needed that many rounds. The poles in the various fences can prvide you cover. I like to hide behind them, take one AP to uncover, aim and fire, then return to cover. After leaving my party emembers in the entrance so they don't join the fight and get killed of course. The only tricky one to get is the one to the left of the door. I usually sneak to the left most of the map and run up behind the building - the tourat has the time to shoot me once. Doing that tactic I usually never need more then ~75 amoo to get them and that's with a pretty low gun skill.

I suggest leaving them on. It turns down the main power pbut there's a sceondary emergency power source. When you leave it on, the green doors can be disabled where if you turn it off they become red doors which hurt you and can't be disabled. As an added bonus you can often kill levels one part at a time if you decide to do so since the ennemies can't go through the green doors either.

You need least 121 science skill to get him. And I don't find that "ridiculous". He's quite a useful NPC specially since he can heal himself when asked. I don't perticularely like him though as he can't wear armour.

1.if you don't have small guns it's fairly hard :). Yes, 1000 was an exaggeration, but if you make a mistake and run into bots you'll need the armmo.

2.think I covered that :)

3.Skynet can't wear armor or use Psycho. Makes him worthless against 'clavers.
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Post by jerman999 »

This is Gonna Hurt wrote:3.Skynet can't wear armor or use Psycho. Makes him worthless against 'clavers.
It doesn't really matter. By the time you get to the Enclave you should be so incredibly powerful (APA) that you should be able to destroy it alone. I never got Skynet anyways, he was too slow.

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Post by Red »

This is Gonna Hurt wrote:1.if you don't have small guns it's fairly hard :). Yes, 1000 was an exaggeration, but if you make a mistake and run into bots you'll need the armmo.
Not really, as I mentioned I barely invest in small guns... Just read the books I find which are usually quite few. As for the bots, well, DON'T. heh.
3.Skynet can't wear armor or use Psycho. Makes him worthless against 'clavers.
I covered that too... Still I'd rather come out with SKynet then a defective brain robot...
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quilla_b
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arr....

Post by quilla_b »

so i just use my repair skill to deactivate the forcefields?

i can't find the second i ball! i know the first one is in the first level...

thanks guys...
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Post by Lynxer »

If you have a sniper rifle, get about 1,000 rounds, aim for the sensors, and fire until you blind them, they then can't do anything to you.
It took me an average of 2 to 3 rounds to neutralize those turrets with the (.223) sniper rifle.

Now for my question:
How does one operate the Howitzer in the garage? It seems to be out of ammo, and I cand find the appropriate type of shell anywhere. The main gate is impervious to anything but that cannon, so i have read.
Sometimes an atomic weapon is just an atomic weapon, ja?
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Post by Tank »

in the left side of the screen's a small building with some traps around it (the plates, you know?). Lockpick it open and inside you'll find some ammo-boxes, one containing the howitzer shell.
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Post by Lynxer »

Got it, thanks.
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